DRW: Add DRW_gpu_wrapper.hh
This adds wrapper classes that make it easier to use GPU objects in C++. ####Motivations:#### - Easier handling of GPU objects. - EEVEE rewrite already makes use of similar wrappers. - There is the ongoing effort to use more C++ in the codebase and lans to port more engines to it. - The shader code refactor will make use of many UBOs with shared struct declaration. This helps managing them. - Safer handling of `TextureFromPool` which can't be bound as normal texture (only texture ref) and can be better tracked in the future. ####Considerations:#### - I chose the `blender::draw` namespace because `blender::gpu` already has private classes (i.e: `gpu::Texture`). - Theses are wrappers that manage a GPU object internally. They might be confused with actual `Texture`. However, the name `TextureWrapper` is a bit too much verbose in my opinion. I'm open to suggestion about better name. Reviewed By: jbakker Differential Revision: http://developer.blender.org/D13805
This commit is contained in:
@@ -197,6 +197,7 @@ set(SRC
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DRW_engine.h
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DRW_select_buffer.h
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intern/DRW_gpu_wrapper.hh
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intern/DRW_render.h
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intern/draw_cache.h
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intern/draw_cache_extract.h
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812
source/blender/draw/intern/DRW_gpu_wrapper.hh
Normal file
812
source/blender/draw/intern/DRW_gpu_wrapper.hh
Normal file
@@ -0,0 +1,812 @@
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/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2022, Blender Foundation.
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*/
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#pragma once
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/** \file
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* \ingroup draw
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*
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* Wrapper classes that make it easier to use GPU objects in C++.
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*
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* All Buffers need to be sent to GPU memory before being used. This is done by using the
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* `push_update()`.
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*
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* A Storage[Array]Buffer can hold much more data than a Uniform[Array]Buffer
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* which can only holds 16KB of data.
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*
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* All types are not copyable and Buffers are not Movable.
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*
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* drw::UniformArrayBuffer<T, len>
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* Uniform buffer object containing an array of T with len elements.
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* Data can be accessed using the [] operator.
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*
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* drw::UniformBuffer<T>
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* A uniform buffer object class inheriting from T.
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* Data can be accessed just like a normal T object.
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*
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* drw::StorageArrayBuffer<T, len>
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* Storage buffer object containing an array of T with len elements.
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* The item count can be changed after creation using `resize()`.
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* However, this requires the invalidation of the whole buffer and
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* discarding all data inside it.
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* Data can be accessed using the [] operator.
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*
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* drw::StorageBuffer<T>
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* A storage buffer object class inheriting from T.
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* Data can be accessed just like a normal T object.
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*
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* drw::Texture
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* A simple wrapper to GPUTexture. A drw::Texture can be created without allocation.
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* The `ensure_[1d|2d|3d|cube][_array]()` method is here to make sure the underlying texture
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* will meet the requirements and create (or recreate) the GPUTexture if needed.
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*
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* drw::TextureFromPool
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* A GPUTexture from the viewport texture pool. This texture can be shared with other engines
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* and its content is undefined when aquiring it.
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* A drw::TextureFromPool is acquired for rendering using `acquire()` and released once the
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* rendering is done using `release()`. The same texture can be acquired & released multiple
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* time in one draw loop.
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* The `sync()` method *MUST* be called once during the cache populate (aka: Sync) phase.
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*
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* drw::Framebuffer
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* Simple wrapper to GPUFramebuffer that can be moved.
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*
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*/
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#include "MEM_guardedalloc.h"
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#include "draw_texture_pool.h"
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#include "BLI_float4.hh"
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#include "BLI_int2.hh"
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#include "BLI_int3.hh"
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#include "BLI_int4.hh"
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#include "BLI_span.hh"
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#include "BLI_utildefines.h"
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#include "BLI_utility_mixins.hh"
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#include "GPU_framebuffer.h"
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#include "GPU_texture.h"
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#include "GPU_uniform_buffer.h"
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#include "GPU_vertex_buffer.h"
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namespace blender::draw {
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/* -------------------------------------------------------------------- */
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/** \name Implementation Details
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* \{ */
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namespace detail {
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template<
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/** Type of the values stored in this uniform buffer. */
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typename T,
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/** The number of values that can be stored in this uniform buffer. */
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int64_t len,
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/** True if the buffer only resides on GPU memory and cannot be accessed. */
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bool device_only>
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class DataBuffer {
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protected:
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T *data_ = nullptr;
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int64_t len_ = len;
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BLI_STATIC_ASSERT((sizeof(T) % 16) == 0, "Type need to be aligned to size of float4.");
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public:
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/**
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* Get the value at the given index. This invokes undefined behavior when the
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* index is out of bounds.
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*/
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const T &operator[](int64_t index) const
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{
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BLI_STATIC_ASSERT(!device_only, "");
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BLI_assert(index >= 0);
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BLI_assert(index < len);
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return data_[index];
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}
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T &operator[](int64_t index)
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{
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BLI_STATIC_ASSERT(!device_only, "");
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BLI_assert(index >= 0);
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BLI_assert(index < len);
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return data_[index];
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}
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/**
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* Get a pointer to the beginning of the array.
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*/
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const T *data() const
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return data_;
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}
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T *data()
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return data_;
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}
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/**
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* Iterator
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*/
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const T *begin() const
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return data_;
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}
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const T *end() const
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return data_ + len;
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}
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T *begin()
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return data_;
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}
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T *end()
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return data_ + len;
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}
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operator Span<T>() const
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{
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BLI_STATIC_ASSERT(!device_only, "");
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return Span<T>(data_, len);
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}
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};
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template<typename T, int64_t len, bool device_only>
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class UniformCommon : public DataBuffer<T, len, false>, NonMovable, NonCopyable {
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protected:
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GPUUniformBuf *ubo_;
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#ifdef DEBUG
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const char *name_ = typeid(T).name();
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#else
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constexpr static const char *name_ = "UniformBuffer";
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#endif
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public:
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UniformCommon()
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{
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ubo_ = GPU_uniformbuf_create_ex(sizeof(T) * len, nullptr, name_);
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}
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~UniformCommon()
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{
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GPU_uniformbuf_free(ubo_);
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}
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void push_update(void)
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{
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GPU_uniformbuf_update(ubo_, this->data_);
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}
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/* To be able to use it with DRW_shgroup_*_ref(). */
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operator GPUUniformBuf *() const
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{
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return ubo_;
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}
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/* To be able to use it with DRW_shgroup_*_ref(). */
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GPUUniformBuf **operator&()
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{
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return &ubo_;
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}
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};
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template<typename T, int64_t len, bool device_only>
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class StorageCommon : public DataBuffer<T, len, false>, NonMovable, NonCopyable {
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protected:
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/* Use vertex buffer for now. Until there is a complete GPUStorageBuf implementation. */
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GPUVertBuf *ssbo_;
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#ifdef DEBUG
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const char *name_ = typeid(T).name();
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#else
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constexpr static const char *name_ = "StorageBuffer";
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#endif
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public:
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StorageCommon()
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{
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init(len);
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}
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~StorageCommon()
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{
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GPU_vertbuf_discard(ssbo_);
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}
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void resize(int64_t new_size)
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{
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BLI_assert(new_size > 0);
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if (new_size != this->len_) {
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GPU_vertbuf_discard(ssbo_);
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this->init(new_size);
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}
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}
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operator GPUVertBuf *() const
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{
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return ssbo_;
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}
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/* To be able to use it with DRW_shgroup_*_ref(). */
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GPUVertBuf **operator&()
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{
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return &ssbo_;
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}
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private:
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void init(int64_t new_size)
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{
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this->len_ = new_size;
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GPUVertFormat format = {0};
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GPU_vertformat_attr_add(&format, "dummy", GPU_COMP_F32, 1, GPU_FETCH_FLOAT);
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GPUUsageType usage = device_only ? GPU_USAGE_DEVICE_ONLY : GPU_USAGE_DYNAMIC;
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ssbo_ = GPU_vertbuf_create_with_format_ex(&format, usage);
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GPU_vertbuf_data_alloc(ssbo_, divide_ceil_u(sizeof(T) * this->len_, 4));
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if (!device_only) {
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this->data_ = (T *)GPU_vertbuf_get_data(ssbo_);
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GPU_vertbuf_use(ssbo_);
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}
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}
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};
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} // namespace detail
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Uniform Buffers
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* \{ */
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template<
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/** Type of the values stored in this uniform buffer. */
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typename T,
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/** The number of values that can be stored in this uniform buffer. */
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int64_t len
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/** True if the buffer only resides on GPU memory and cannot be accessed. */
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/* TODO(fclem): Currently unsupported. */
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/* bool device_only = false */>
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class UniformArrayBuffer : public detail::UniformCommon<T, len, false> {
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public:
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UniformArrayBuffer()
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{
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/* TODO(fclem) We should map memory instead. */
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this->data_ = MEM_mallocN_aligned(this->name_);
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}
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};
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template<
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/** Type of the values stored in this uniform buffer. */
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typename T
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/** True if the buffer only resides on GPU memory and cannot be accessed. */
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/* TODO(fclem): Currently unsupported. */
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/* bool device_only = false */>
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class UniformBuffer : public T, public detail::UniformCommon<T, 1, false> {
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public:
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UniformBuffer()
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{
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/* TODO(fclem) How could we map this? */
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this->data_ = static_cast<T *>(this);
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}
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UniformBuffer<T> &operator=(const T &other)
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{
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*static_cast<T *>(this) = other;
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return *this;
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}
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};
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Storage Buffer
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* \{ */
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|
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template<
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/** Type of the values stored in this uniform buffer. */
|
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typename T,
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/** The number of values that can be stored in this uniform buffer. */
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int64_t len,
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/** True if created on device and no memory host memory is allocated. */
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bool device_only = false>
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class StorageArrayBuffer : public detail::StorageCommon<T, len, device_only> {
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public:
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void push_update(void)
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{
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BLI_assert(!device_only);
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/* Get the data again to tag for update. The actual pointer should not
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* change. */
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this->data_ = (T *)GPU_vertbuf_get_data(this->ssbo_);
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GPU_vertbuf_use(this->ssbo_);
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}
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};
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|
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template<
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/** Type of the values stored in this uniform buffer. */
|
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typename T,
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/** True if created on device and no memory host memory is allocated. */
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bool device_only = false>
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class StorageBuffer : public T, public detail::StorageCommon<T, 1, device_only> {
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public:
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void push_update(void)
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{
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BLI_assert(!device_only);
|
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/* TODO(fclem): Avoid a full copy. */
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T &vert_data = *(T *)GPU_vertbuf_get_data(this->ssbo_);
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vert_data = *this;
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GPU_vertbuf_use(this->ssbo_);
|
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}
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|
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StorageBuffer<T> &operator=(const T &other)
|
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{
|
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*static_cast<T *>(this) = other;
|
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return *this;
|
||||
}
|
||||
};
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Texture
|
||||
* \{ */
|
||||
|
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class Texture : NonCopyable {
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protected:
|
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GPUTexture *tx_ = nullptr;
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const char *name_;
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|
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public:
|
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Texture(const char *name = "gpu::Texture") : name_(name)
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||||
{
|
||||
}
|
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|
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Texture(const char *name,
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eGPUTextureFormat format,
|
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int extent,
|
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float *data = nullptr,
|
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bool cubemap = false,
|
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int mips = 1)
|
||||
: name_(name)
|
||||
{
|
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tx_ = create(extent, 0, 0, mips, format, data, false, cubemap);
|
||||
}
|
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|
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Texture(const char *name,
|
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eGPUTextureFormat format,
|
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int extent,
|
||||
int layers,
|
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float *data = nullptr,
|
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bool cubemap = false,
|
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int mips = 1)
|
||||
: name_(name)
|
||||
{
|
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tx_ = create(extent, layers, 0, mips, format, data, true, cubemap);
|
||||
}
|
||||
|
||||
Texture(
|
||||
const char *name, eGPUTextureFormat format, int2 extent, float *data = nullptr, int mips = 1)
|
||||
: name_(name)
|
||||
{
|
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tx_ = create(UNPACK2(extent), 0, mips, format, data, false, false);
|
||||
}
|
||||
|
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Texture(const char *name,
|
||||
eGPUTextureFormat format,
|
||||
int2 extent,
|
||||
int layers,
|
||||
float *data = nullptr,
|
||||
int mips = 1)
|
||||
: name_(name)
|
||||
{
|
||||
tx_ = create(UNPACK2(extent), layers, mips, format, data, true, false);
|
||||
}
|
||||
|
||||
Texture(
|
||||
const char *name, eGPUTextureFormat format, int3 extent, float *data = nullptr, int mips = 1)
|
||||
: name_(name)
|
||||
{
|
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tx_ = create(UNPACK3(extent), mips, format, data, false, false);
|
||||
}
|
||||
|
||||
~Texture()
|
||||
{
|
||||
free();
|
||||
}
|
||||
|
||||
/* To be able to use it with DRW_shgroup_uniform_texture(). */
|
||||
operator GPUTexture *() const
|
||||
{
|
||||
BLI_assert(tx_ != nullptr);
|
||||
return tx_;
|
||||
}
|
||||
|
||||
/* To be able to use it with DRW_shgroup_uniform_texture_ref(). */
|
||||
GPUTexture **operator&()
|
||||
{
|
||||
return &tx_;
|
||||
}
|
||||
|
||||
Texture &operator=(Texture &&a)
|
||||
{
|
||||
if (*this != a) {
|
||||
this->tx_ = a.tx_;
|
||||
this->name_ = a.name_;
|
||||
a.tx_ = nullptr;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
/**
|
||||
* Ensure the texture has the correct properties. Recreating it if needed.
|
||||
* Return true if a texture has been created.
|
||||
*/
|
||||
bool ensure_1d(eGPUTextureFormat format, int extent, float *data = nullptr, int mips = 1)
|
||||
{
|
||||
return ensure_impl(extent, 0, 0, mips, format, data, false, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Ensure the texture has the correct properties. Recreating it if needed.
|
||||
* Return true if a texture has been created.
|
||||
*/
|
||||
bool ensure_1d_array(
|
||||
eGPUTextureFormat format, int extent, int layers, float *data = nullptr, int mips = 1)
|
||||
{
|
||||
return ensure_impl(extent, layers, 0, mips, format, data, true, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Ensure the texture has the correct properties. Recreating it if needed.
|
||||
* Return true if a texture has been created.
|
||||
*/
|
||||
bool ensure_2d(eGPUTextureFormat format, const int2 &extent, float *data = nullptr, int mips = 1)
|
||||
{
|
||||
return ensure_impl(UNPACK2(extent), 0, mips, format, data, false, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Ensure the texture has the correct properties. Recreating it if needed.
|
||||
* Return true if a texture has been created.
|
||||
*/
|
||||
bool ensure_2d_array(eGPUTextureFormat format,
|
||||
const int2 &extent,
|
||||
int layers,
|
||||
float *data = nullptr,
|
||||
int mips = 1)
|
||||
{
|
||||
return ensure_impl(UNPACK2(extent), layers, mips, format, data, true, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Ensure the texture has the correct properties. Recreating it if needed.
|
||||
* Return true if a texture has been created.
|
||||
*/
|
||||
bool ensure_3d(eGPUTextureFormat format, const int3 &extent, float *data = nullptr, int mips = 1)
|
||||
{
|
||||
return ensure_impl(UNPACK3(extent), mips, format, data, false, false);
|
||||
}
|
||||
|
||||
/**
|
||||
* Ensure the texture has the correct properties. Recreating it if needed.
|
||||
* Return true if a texture has been created.
|
||||
*/
|
||||
bool ensure_cube(eGPUTextureFormat format, int extent, float *data = nullptr, int mips = 1)
|
||||
{
|
||||
return ensure_impl(extent, extent, 0, mips, format, data, false, true);
|
||||
}
|
||||
|
||||
/**
|
||||
* Ensure the texture has the correct properties. Recreating it if needed.
|
||||
* Return true if a texture has been created.
|
||||
*/
|
||||
bool ensure_cube_array(
|
||||
eGPUTextureFormat format, int extent, int layers, float *data = nullptr, int mips = 1)
|
||||
{
|
||||
return ensure_impl(extent, extent, layers, mips, format, data, false, true);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns true if the texture has been allocated or acquired from the pool.
|
||||
*/
|
||||
bool is_valid(void) const
|
||||
{
|
||||
return tx_ != nullptr;
|
||||
}
|
||||
|
||||
int width(void) const
|
||||
{
|
||||
return GPU_texture_width(tx_);
|
||||
}
|
||||
|
||||
int height(void) const
|
||||
{
|
||||
return GPU_texture_height(tx_);
|
||||
}
|
||||
|
||||
bool depth(void) const
|
||||
{
|
||||
return GPU_texture_depth(tx_);
|
||||
}
|
||||
|
||||
bool is_stencil(void) const
|
||||
{
|
||||
return GPU_texture_stencil(tx_);
|
||||
}
|
||||
|
||||
bool is_integer(void) const
|
||||
{
|
||||
return GPU_texture_integer(tx_);
|
||||
}
|
||||
|
||||
bool is_cube(void) const
|
||||
{
|
||||
return GPU_texture_cube(tx_);
|
||||
}
|
||||
|
||||
bool is_array(void) const
|
||||
{
|
||||
return GPU_texture_array(tx_);
|
||||
}
|
||||
|
||||
int3 size(int miplvl = 0) const
|
||||
{
|
||||
int3 size(0);
|
||||
GPU_texture_get_mipmap_size(tx_, miplvl, size);
|
||||
return size;
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear the entirety of the texture using one pixel worth of data.
|
||||
*/
|
||||
void clear(float4 values)
|
||||
{
|
||||
GPU_texture_clear(tx_, GPU_DATA_FLOAT, &values[0]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear the entirety of the texture using one pixel worth of data.
|
||||
*/
|
||||
void clear(uint4 values)
|
||||
{
|
||||
GPU_texture_clear(tx_, GPU_DATA_UINT, &values[0]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear the entirety of the texture using one pixel worth of data.
|
||||
*/
|
||||
void clear(uchar4 values)
|
||||
{
|
||||
GPU_texture_clear(tx_, GPU_DATA_UBYTE, &values[0]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear the entirety of the texture using one pixel worth of data.
|
||||
*/
|
||||
void clear(int4 values)
|
||||
{
|
||||
GPU_texture_clear(tx_, GPU_DATA_INT, &values[0]);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a buffer containing the texture data for the specified miplvl.
|
||||
* The memory block needs to be manually freed by MEM_freeN().
|
||||
*/
|
||||
template<typename T> T *read(eGPUDataFormat format, int miplvl = 0)
|
||||
{
|
||||
return reinterpret_cast<T *>(GPU_texture_read(tx_, format, miplvl));
|
||||
}
|
||||
|
||||
void filter_mode(bool do_filter)
|
||||
{
|
||||
GPU_texture_filter_mode(tx_, do_filter);
|
||||
}
|
||||
|
||||
/**
|
||||
* Free the internal texture but not the drw::Texture itself.
|
||||
*/
|
||||
void free()
|
||||
{
|
||||
GPU_TEXTURE_FREE_SAFE(tx_);
|
||||
}
|
||||
|
||||
private:
|
||||
bool ensure_impl(int w,
|
||||
int h = 0,
|
||||
int d = 0,
|
||||
int mips = 1,
|
||||
eGPUTextureFormat format = GPU_RGBA8,
|
||||
float *data = nullptr,
|
||||
bool layered = false,
|
||||
bool cubemap = false)
|
||||
|
||||
{
|
||||
/* TODO(fclem) In the future, we need to check if mip_count did not change.
|
||||
* For now it's ok as we always define all mip level.*/
|
||||
if (tx_) {
|
||||
int3 size = this->size();
|
||||
if (size != int3(w, h, d) || GPU_texture_format(tx_) != format ||
|
||||
GPU_texture_cube(tx_) != cubemap || GPU_texture_array(tx_) != layered) {
|
||||
GPU_TEXTURE_FREE_SAFE(tx_);
|
||||
}
|
||||
}
|
||||
if (tx_ == nullptr) {
|
||||
tx_ = create(w, h, d, mips, format, data, layered, cubemap);
|
||||
if (mips > 1) {
|
||||
/* TODO(fclem) Remove once we have immutable storage or when mips are
|
||||
* generated on creation. */
|
||||
GPU_texture_generate_mipmap(tx_);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
GPUTexture *create(int w,
|
||||
int h,
|
||||
int d,
|
||||
int mips,
|
||||
eGPUTextureFormat format,
|
||||
float *data,
|
||||
bool layered,
|
||||
bool cubemap)
|
||||
{
|
||||
if (h == 0) {
|
||||
return GPU_texture_create_1d(name_, w, mips, format, data);
|
||||
}
|
||||
else if (d == 0) {
|
||||
if (layered) {
|
||||
return GPU_texture_create_1d_array(name_, w, h, mips, format, data);
|
||||
}
|
||||
else {
|
||||
return GPU_texture_create_2d(name_, w, h, mips, format, data);
|
||||
}
|
||||
}
|
||||
else if (cubemap) {
|
||||
if (layered) {
|
||||
return GPU_texture_create_cube_array(name_, w, d, mips, format, data);
|
||||
}
|
||||
else {
|
||||
return GPU_texture_create_cube(name_, w, mips, format, data);
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (layered) {
|
||||
return GPU_texture_create_2d_array(name_, w, h, d, mips, format, data);
|
||||
}
|
||||
else {
|
||||
return GPU_texture_create_3d(name_, w, h, d, mips, format, GPU_DATA_FLOAT, data);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class TextureFromPool : public Texture, NonMovable {
|
||||
private:
|
||||
GPUTexture *tx_tmp_saved_ = nullptr;
|
||||
|
||||
public:
|
||||
TextureFromPool(const char *name = "gpu::Texture") : Texture(name){};
|
||||
|
||||
/* Always use `release()` after rendering. */
|
||||
void acquire(int w, int h, eGPUTextureFormat format, void *owner_)
|
||||
{
|
||||
if (this->tx_ == nullptr) {
|
||||
if (tx_tmp_saved_ != nullptr) {
|
||||
this->tx_ = tx_tmp_saved_;
|
||||
return;
|
||||
}
|
||||
DrawEngineType *owner = (DrawEngineType *)owner_;
|
||||
this->tx_ = DRW_texture_pool_query_2d(w, h, format, owner);
|
||||
}
|
||||
}
|
||||
|
||||
void release(void)
|
||||
{
|
||||
tx_tmp_saved_ = this->tx_;
|
||||
this->tx_ = nullptr;
|
||||
}
|
||||
|
||||
/**
|
||||
* Clears any reference. Workaround for pool texture not being able to release on demand.
|
||||
* Needs to be called at during the sync phase.
|
||||
*/
|
||||
void sync(void)
|
||||
{
|
||||
tx_tmp_saved_ = nullptr;
|
||||
}
|
||||
|
||||
/** Remove methods that are forbidden with this type of textures. */
|
||||
bool ensure_1d(int, int, eGPUTextureFormat, float *) = delete;
|
||||
bool ensure_1d_array(int, int, int, eGPUTextureFormat, float *) = delete;
|
||||
bool ensure_2d(int, int, int, eGPUTextureFormat, float *) = delete;
|
||||
bool ensure_2d_array(int, int, int, int, eGPUTextureFormat, float *) = delete;
|
||||
bool ensure_3d(int, int, int, int, eGPUTextureFormat, float *) = delete;
|
||||
bool ensure_cube(int, int, eGPUTextureFormat, float *) = delete;
|
||||
bool ensure_cube_array(int, int, int, eGPUTextureFormat, float *) = delete;
|
||||
void filter_mode(bool) = delete;
|
||||
void free() = delete;
|
||||
/**
|
||||
* Forbid the use of DRW_shgroup_uniform_texture.
|
||||
* Use DRW_shgroup_uniform_texture_ref instead.
|
||||
*/
|
||||
operator GPUTexture *() const = delete;
|
||||
};
|
||||
|
||||
/** \} */
|
||||
|
||||
/* -------------------------------------------------------------------- */
|
||||
/** \name Framebuffer
|
||||
* \{ */
|
||||
|
||||
class Framebuffer : NonCopyable {
|
||||
private:
|
||||
GPUFrameBuffer *fb_ = nullptr;
|
||||
const char *name_;
|
||||
|
||||
public:
|
||||
Framebuffer() : name_(""){};
|
||||
Framebuffer(const char *name) : name_(name){};
|
||||
|
||||
~Framebuffer()
|
||||
{
|
||||
GPU_FRAMEBUFFER_FREE_SAFE(fb_);
|
||||
}
|
||||
|
||||
void ensure(GPUAttachment depth = GPU_ATTACHMENT_NONE,
|
||||
GPUAttachment color1 = GPU_ATTACHMENT_NONE,
|
||||
GPUAttachment color2 = GPU_ATTACHMENT_NONE,
|
||||
GPUAttachment color3 = GPU_ATTACHMENT_NONE,
|
||||
GPUAttachment color4 = GPU_ATTACHMENT_NONE,
|
||||
GPUAttachment color5 = GPU_ATTACHMENT_NONE,
|
||||
GPUAttachment color6 = GPU_ATTACHMENT_NONE,
|
||||
GPUAttachment color7 = GPU_ATTACHMENT_NONE,
|
||||
GPUAttachment color8 = GPU_ATTACHMENT_NONE)
|
||||
{
|
||||
GPU_framebuffer_ensure_config(
|
||||
&fb_, {depth, color1, color2, color3, color4, color5, color6, color7, color8});
|
||||
}
|
||||
|
||||
Framebuffer &operator=(Framebuffer &&a)
|
||||
{
|
||||
if (*this != a) {
|
||||
this->fb_ = a.fb_;
|
||||
this->name_ = a.name_;
|
||||
a.fb_ = nullptr;
|
||||
}
|
||||
return *this;
|
||||
}
|
||||
|
||||
operator GPUFrameBuffer *() const
|
||||
{
|
||||
return fb_;
|
||||
}
|
||||
};
|
||||
|
||||
/** \} */
|
||||
|
||||
} // namespace blender::draw
|
Reference in New Issue
Block a user